/**
enum.h
Title: Binge enum Header File
Descr: All enum definitions.

Copyright (c) 2010, Brant Ryan Anderson
All rights reserved.

Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions are met:

    * Redistributions of source code must retain the above copyright notice,
      this list of conditions and the following disclaimer.
    * Redistributions in binary form must reproduce the above copyright
      notice, this list of conditions and the following disclaimer in the
      documentation and/or other materials provided with the distribution.
    * Neither the name of the <ORGANIZATION> nor the names of its contributors
      may be used to endorse or promote products derived from this software
      without specific prior written permission.

THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE
FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,
OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**/

#ifndef BINGE_ENUM_H
#define BINGE_ENUM_H

namespace binge
{

enum GameState
{   // Feel free to add to these for custom GameState(s).
    GAMESTATE_NONE = 0,   // NONE - Bound to the engine, do not remove.
    GAMESTATE_PAUSED = 1, // PAUSED - Bound to the engine, do not remove.
};

enum ObjectType
{ // Soon to be removed from engine forever! Boo-ha-ha!
    OBJECTTYPE_IMMOBILE = 0,
    OBJECTTYPE_SPRITE = 1
};

enum CollisionType
{ // Whether to use Rectangle or Distance Collision Detection
    COLLISION_NONE = 0,
    COLLISION_RECT = 1,
    COLLISION_DIST = 2
};

enum CollisionSide
{
    COLLISION_NO = 0,
    COLLISION_TOP = 1,
    COLLISION_BOTTOM = 2,
    COLLISION_LEFT = 4,
    COLLISION_TOP_LEFT = 5,
    COLLISION_BOTTOM_LEFT = 6,
    COLLISION_RIGHT = 8,
    COLLISION_TOP_RIGHT = 9,
    COLLISION_BOTTOM_RIGHT = 10
};

enum GravityStatus
{
    GRAVITY_FALLING = 0,
    GRAVITY_JUMPING = 1,
    GRAVITY_WALKING = 2
};

} // namespace

#endif
